<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <style>
        * {
            margin: 0;
            padding: 0;
        }
    </style>
</head>

<body>
    <canvas id="canvas"></canvas>
</body>
<script id="ColorVertexShader" type="x-shader/x-vertex">
    attribute vec4 a_Position;
    attribute vec4 a_Color;
    uniform float u_PointSize;
    uniform mat4 u_ModelM4;
    uniform mat4 u_PvM4;
    varying vec4 u_Color;
    void main(){
        gl_Position = u_PvM4 * u_ModelM4 * a_Position;
        gl_PointSize = u_PointSize;
        u_Color = a_Color;
    }
</script>
<script id="ColorFragmentShader" type="x-shader/x-fragment">
    precision mediump float;
    uniform float u_Set;
    varying vec4 u_Color;
    void main(){
        gl_FragColor = u_Color;
    }
</script>
<script type="module">
    import { Matrix4, Vector3, Color, OrthographicCamera, PerspectiveCamera, Spherical } from '../js/three.module.js';
    import { CreateProgram, imgPromise } from '../js/Utils.js';
    import lib from '../js/ThreeLib.js';
    import CameraController from '../js/CameraController.js'
    import Poly from '../js/Poly4.js'
    import Control from '../js/Control.js'

    import Geo from '../js/Poly2/Geo.js'
    import Mat from '../js/Poly2/Mat.js'
    import Obj3D from '../js/Poly2/Obj3D.js'
    import Scene from '../js/Poly2/Scene.js'



    //#region gl
    const canvas = document.getElementById("canvas");
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight - 4;

    const gl = canvas.getContext("webgl", { antialias: true, });

    gl.enable(gl.BLEND);
    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
    gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);//去图片描边
    gl.enable(gl.DEPTH_TEST);
    //#endregion

    const scene = new Scene({ gl: gl });
    scene.regProgram('color', {
        program: CreateProgram(gl,
            document.querySelector('#ColorVertexShader').innerText,
            document.querySelector('#ColorFragmentShader').innerText),
        attribs: ['a_Position', 'a_Color'],
        uniforms: ['u_PvM4', 'u_ModelM4', 'u_PointSize', 'u_Color', 'u_Set']
    })


    const pvM4 = new Matrix4();
    const modelM4 = new Matrix4();

    const camera = new PerspectiveCamera(45, canvas.width / canvas.height, 1, 20);
    const cameraController = new CameraController({
        canvas,
        camera,
        pvMatrix: pvM4
    });

    const nodeLength = 0.5;
    const nodeArr = [
        -nodeLength, nodeLength, -nodeLength,
        -nodeLength, nodeLength, nodeLength,
        nodeLength, nodeLength, nodeLength,
        nodeLength, nodeLength, -nodeLength,
        -nodeLength, -nodeLength, -nodeLength,
        -nodeLength, -nodeLength, nodeLength,
        nodeLength, -nodeLength, nodeLength,
        nodeLength, -nodeLength, -nodeLength,
    ];

    const elementArr = [
        0, 1, 2, 0, 2, 3,
        1, 5, 6, 1, 6, 2,
        5, 4, 7, 5, 7, 6,
        4, 0, 3, 4, 3, 7,
        2, 6, 7, 2, 7, 3,
        0, 4, 5, 0, 5, 1,
    ];
    const color = [
        1, 1, 1, 1,
        0, 1, 1, 1,
        1, 1, 1, 1,
        0, 1, 1, 1,
        1, 0, 1, 1,
        0, 0, 1, 1,
        1, 0, 1, 1,
        0, 0, 1, 1,
    ];


    let obj01 = new Obj3D({
        geo: new Geo({
            data: {
                'a_Position': { size: 3, array: new Float32Array(nodeArr) },
                'a_Color': { size: 4, array: new Float32Array(color) },
            },
            element: {
                array: new Uint16Array(elementArr)
            }
        }),
        mat: new Mat({
            program: 'color',
            mode: ['TRIANGLES'],
            data: {
                'u_PvM4': { type: 'uniformMatrix4fv', value: pvM4.elements },
                'u_ModelM4': { type: 'uniformMatrix4fv', value: modelM4.elements },
                'u_PointSize': { type: 'uniform1f', value: 30 },
                'u_Set': { type: 'uniform1f', value: 0 },
            },
        }),
    });
    scene.add(obj01);

    let set = 0;
    (function ani() {
        set += 0.01;
        if (set >= 1) {
            set = 0;
        }
        scene.setUniform('u_Set', { value: set });
        draw();

        requestAnimationFrame(ani);
    })();


    function draw() {
        scene.draw();
    }
</script>

</html>